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Introducing Exaro Studio: your AI, inside Unreal, with a store it can shop

An MCP server for Unreal Engine 5 with a marketplace of game-ready assets built in: the AI you already pay for builds, finds, buys and imports in the editor.

We have been making games and the tools that make them since 2012. For most of that time the slow part of a project was never the idea. It was the distance between the idea and a scene you could walk through: the Blueprint that needs writing, the prop that needs finding, the import that needs fixing because the scale was wrong.

Exaro Studio closes that distance. It is two things wired into one session inside Unreal Engine 5.

An MCP server for the whole editor

Exaro runs as a plugin in the Unreal editor and speaks the Model Context Protocol, the open standard AI clients use to call tools. Connect Claude, Codex, Cursor, or any other MCP client, and the editor becomes something your AI can actually operate: Blueprints, C++, levels, UI, behavior trees, VFX, audio, debugging, testing and project inspection.

Updated October 14, 2026: prices, the marketplace and the product names have moved on since launch. Exaro Studio is now the family name; the Unreal plugin is Exaro Unreal. This post reflects current prices and shelves.

You bring the AI you already pay for: an API key, or a Claude Code, Codex or Gemini CLI subscription. Exaro sells no tokens and meters no requests. A subscription unlocks the tools that change your project, and you make as many calls as your work needs.

Every change is previewed before it runs. Your copilot proposes, you approve, the editor moves. Nothing lands in your project that you did not see first.

A marketplace your AI can shop

A game is code plus content, and a copilot that can only write the code stops halfway. So the same plugin gives your AI a catalog to pull from.

Ask for a stone fountain, a set of tavern tableware and a working cash register, and the copilot searches a store whose every listing is tagged for machine search: type, style, material, mood. It shows you the price, waits for your yes, and imports the purchase straight into your project at the right axis and scale, on the right skeleton when there is one, rather than into a downloads folder for you to repair.

Prices are dollars. Today the shelves hold rigged props, vehicles, walkable levels and Unreal plugins, from $0.99 to $199.99, every one with a commercial license. Most props are rigged and animated: doors open, drawers slide, machines work. The flyable airliner and the Cedar Creek levels are good places to start. You can browse the storefront in a browser too, signed in or not.

How you pay

Exaro Unreal is a subscription. Individual is $29 a month or $249 a year for one person on up to two machines, and Studio, for companies and teams, is $999 a year for five seats. Either one unlocks the full editor toolset with every update while you subscribe, and after 12 paid months the version you have is yours to keep. The Exaro Studio bundle adds Exaro Model for $45 a month or $399 a year. Marketplace assets are priced one at a time, and you keep every file you buy.

Free is really free: no card, no time limit. It gives you in-editor chat on your own AI keys or CLI subscription, every read-only inspection tool, and the whole marketplace to browse, so you can see it work on your own project before you pay for anything.

Getting started

The plugin supports Unreal Engine 5.5 through 5.8 on Windows. Create an account, download the plugin from your account page, point your MCP client at it, and ask for something. The getting started guide walks through the first session.

We will write here about what we are building and why. Next up: the decisions that make Exaro different from the other ways of putting an AI in front of Unreal.

Since launch, we have added Exaro Model, which lets the same AI build 3D models in Blender with live checks. Read about it here.